8/25/2016
Topic:
Event filters
5argan
|
I've been playing around with some events - mostly products in demand and surplus - and it's becoming kind of annoying to look for them when looking in the entire system. It would be nice to have an option to filter events by their type (or add a search bar for filters). Granted, I can use Ctrl+F for that but that's annoying on say, mobile devices for example.
Seeing as this is mostly QOL I wouldn't mind too much if this never made it into the game, but hey, it's a beta, so I figured I'd give some feedback on things I found. |
8/26/2016
Topic:
Event filters
5argan
|
I'm not 100% sure I understand what you mean but if it's what I think you mean, why not make it the default even? |
9/11/2016
Topic:
[UI/reporting/QoL] Cities, accounting, vehicles
5argan
|
I have multiple QoL suggestions that emerged now that I have a lot of stuff I'm producing and selling each turn as well as having relocated to Sirius recently.
1) Make clearer when a new city spawns. So far another player and me are trying to get a new city to spawn in a certain location on Sirius. My current estimate is that production has to be higher than 500 in a location to spawn a city there (we are at 470 rn I think) but it might be something else. It would be nice if the exact requirements were stated somewhere, other than Guide page wrote:
Cities are normally formed when a certain amount of industry is taking place at that location
2) Extend the Accounting page under the Corporate tab One of the things I use my buy/sell-filter under accounting for, is to get the round trip times of my sellers. However, recently I've been selling so much stuff, that this is getting impossible, because there are so many sale reports that sales from my last trip aren't even displayed. I'd suggest allowing the user to display more records or having multiple pages to flip through. I get that you'd have to store more on the server, but sometimes it's really hard to figure out what's going on right now. This suggestion also brings me to my next point:
3) Display travel time of units It would be really nice if we could see the estimated turn our vehicles arrive at the target of one of their move orders assuming their current speed stat (incorporating upgrades would be nice but unnecessary imo). That would help with part of my problem described in 2) but would be a very neat addition in general, especially when trying to inhabit a new planet/system and trying to plan around it, even more so with multiple people. |
9/11/2016
Topic:
[UI/reporting/QoL] Cities, accounting, vehicles
5argan
|
1) overview tab sounds fine, in that case it would be nice to also have a display on what turn it checks next.
2) either of those would be nice
3) I'd be fine with a number next to the move order that displays the turns until completion of that order, maybe in style of the wait order display on the asset screen or so, I don't necessarily need a "time until all orders are finished", just for the move orders by themselves would be nice. |
9/13/2016
Topic:
Commas for big numbers
5argan
|
Recently I've been creating a few contracts for artifacts and it's really hard to correctly read prices without Commas each 3 zeroes. It would be nice if say 100000000 would be displayed as 100,000,000 instead since a typo could get me almost broke. |
9/13/2016
Topic:
Reducing Crops and Pastures to 5 Products each
5argan
|
I wouldn't mind but then again I'm mostly farming to grow cities faster so this change would actually be helpful. |
9/13/2016
Topic:
About combat...
5argan
|
I have one and it's very shiny. And expensive. |